Mouse's AB curse spiker build
WildmouseX
normally i don't wander to far into PvP, but with a-nets addition of the kurz/lux skills, i found myself in need of acquiring faction for the title, and to buy the skills.
so i was led into looking into AB.. after a couple of tries, and some discussion with guildies, i came up with a build that was to my liking. i've never seen the build posted here, and don't go looking through wiki's - but i kept an eye on what other necros were using , and never saw it come up.
i would ping the build when requested in groups, and received several compliments as well as threats to steal it. but I have been sitting on it quietly while i was working for what i wanted in AB, because (A)i didn't want to find it being used against me, and (B) i didn't want it used so often that counter builds were being used against me........ now that i've accomplished what i wanted, i've decided to post it.
strength - this build works equally well against every class. everyone drops in the same amount of time
weakness - if they attack you, you're toast.
N/ME
curse:16 (12 +1 +3)
soul reaping 12 (9 +3)
Illusion magic: 8
Death magic: 5
inspiration magic: 2
[skill]soul barbs[/skill][skill]faintheartedness[/skill][skill]images of remorse[/skill][skill]conjure phantasm[/skill][skill]mantra of signets[/skill][skill]signet of suffering[/skill][skill]defile enchantments[/skill][skill]verata's aura[/skill]
all armor is radiant, 2 runes of atunement and 1 major vigor.
all this add's up to a 344 dmg (min) Spike + -10 health degen
<edit> replaced suffering with soul barbs, increase's spike dmg to 437
the attributes look a little askew, however when you look at the functionality of the build, they are more then enough. yes if you drop death magic and lower illusion you don't need a superior soul reaping rune, and if that's your style, then go for it - to me, the 75 health isn't worth the ability to turn a mob of minion back against your opponents especially since MM's are common occurrence in AB. (also i use 1 set of armor for hexing and that superior soul reaping is there for my PvE build anyway) - the 2 in inspiration is just because there was 3 points left over and they fit there.
how to play - try not to attract much attention to yourself..as a caster you want to wait for mele to run in anyway. apply the first four curse's as normal, you can hit mantra of sigs while phantasm is casting. then go ahead and fire off your sig of suffering, wow it recharged instantly - so go ahead and use it again.. that's 280 dmg, and a few seconds of -10 degen - it doesn't matter who you're wailing on, that's gunna hurt - and if they have a self heal, they are going to use it -- nice thing about that is, in AB many use healing breaze, or other heals that count as enchantments - so go ahead and fire off that defile.... even for those that don't have enchants, you still get 64 dmg out of it..... for the few that are still standing at this point (probly around 10-12% last through the spike), you'll have images of remorse and phantasm ready to re-apply and that will finish em off. - keep verata's in reserve for when those pesky MM's decide to send their army after you, it's turned quite a few battles to my favor.
remember, you're not rambo - you can't go off and mindlessly own the whole other team, but you can drop any one of them you want, any time you want as long as you're smart about it.
i've dropped every combination of classes that i've come across over the last couple of weeks using this build, with little more then 1 trip through the skill bar. Wammo's and Derv's are my personal favorites to take out because they have so much health they ignore the degen until you've started into your spike, which is way too late - and they like to stack enchantments on themselves which just makes matters worse - for them . - but it's also quite fun to drop those pesky E/D's who like to enchant themselves to high heaven.. and of course the fun of turning minions against their masters.
this build also kick's all sorts of arse in aspenwood too. and now that i'm not going to be in either palce regularly anymore, i invite ya'll to have fun with it
so i was led into looking into AB.. after a couple of tries, and some discussion with guildies, i came up with a build that was to my liking. i've never seen the build posted here, and don't go looking through wiki's - but i kept an eye on what other necros were using , and never saw it come up.
i would ping the build when requested in groups, and received several compliments as well as threats to steal it. but I have been sitting on it quietly while i was working for what i wanted in AB, because (A)i didn't want to find it being used against me, and (B) i didn't want it used so often that counter builds were being used against me........ now that i've accomplished what i wanted, i've decided to post it.
strength - this build works equally well against every class. everyone drops in the same amount of time
weakness - if they attack you, you're toast.
N/ME
curse:16 (12 +1 +3)
soul reaping 12 (9 +3)
Illusion magic: 8
Death magic: 5
inspiration magic: 2
[skill]soul barbs[/skill][skill]faintheartedness[/skill][skill]images of remorse[/skill][skill]conjure phantasm[/skill][skill]mantra of signets[/skill][skill]signet of suffering[/skill][skill]defile enchantments[/skill][skill]verata's aura[/skill]
all armor is radiant, 2 runes of atunement and 1 major vigor.
all this add's up to a 344 dmg (min) Spike + -10 health degen
<edit> replaced suffering with soul barbs, increase's spike dmg to 437
the attributes look a little askew, however when you look at the functionality of the build, they are more then enough. yes if you drop death magic and lower illusion you don't need a superior soul reaping rune, and if that's your style, then go for it - to me, the 75 health isn't worth the ability to turn a mob of minion back against your opponents especially since MM's are common occurrence in AB. (also i use 1 set of armor for hexing and that superior soul reaping is there for my PvE build anyway) - the 2 in inspiration is just because there was 3 points left over and they fit there.
how to play - try not to attract much attention to yourself..as a caster you want to wait for mele to run in anyway. apply the first four curse's as normal, you can hit mantra of sigs while phantasm is casting. then go ahead and fire off your sig of suffering, wow it recharged instantly - so go ahead and use it again.. that's 280 dmg, and a few seconds of -10 degen - it doesn't matter who you're wailing on, that's gunna hurt - and if they have a self heal, they are going to use it -- nice thing about that is, in AB many use healing breaze, or other heals that count as enchantments - so go ahead and fire off that defile.... even for those that don't have enchants, you still get 64 dmg out of it..... for the few that are still standing at this point (probly around 10-12% last through the spike), you'll have images of remorse and phantasm ready to re-apply and that will finish em off. - keep verata's in reserve for when those pesky MM's decide to send their army after you, it's turned quite a few battles to my favor.
remember, you're not rambo - you can't go off and mindlessly own the whole other team, but you can drop any one of them you want, any time you want as long as you're smart about it.
i've dropped every combination of classes that i've come across over the last couple of weeks using this build, with little more then 1 trip through the skill bar. Wammo's and Derv's are my personal favorites to take out because they have so much health they ignore the degen until you've started into your spike, which is way too late - and they like to stack enchantments on themselves which just makes matters worse - for them . - but it's also quite fun to drop those pesky E/D's who like to enchant themselves to high heaven.. and of course the fun of turning minions against their masters.
this build also kick's all sorts of arse in aspenwood too. and now that i'm not going to be in either palce regularly anymore, i invite ya'll to have fun with it
ZenRgy
I'd drop the mesmer hexes and bring useful ones, reckless / price / insidious. I'd bring some energy management somewhere like a power drain or SoLS.
WildmouseX
-8 health degen is quite helpfull, esp considering that signet of suffering is you're main damage dealer..
as it stands right now, the 4 curse's leading into mantra of signets combined with normal energy recovery leave's you at exactly 15 energy to use mantra......reckless haste +Price of failure cost 10 more energy then remorse and phantasm, thussly you can not trigger your mantra - and since the double signet of suffering is you main damage dealer, you've screwed up the whole build.
further more, degen does 2 dmg persecond, at my attrib points that's 8 seconds at -3 for remorse, and -5 for 9 seconds for phantasm, so that's 138 damage reguardless of what your target is doing. - both PoF and Parasite only wirk with attacks, and therefore are both useless against casters. - don't want to sound like a broken record here, you're main damage dealer is the sig, everything else is there to maximise it's damage, and keep the presure up.
i've been runing this build, as is for weeks now, without any energy problems, and no problems dealing out death -- of course you are welcome to run whatever you want.
as it stands right now, the 4 curse's leading into mantra of signets combined with normal energy recovery leave's you at exactly 15 energy to use mantra......reckless haste +Price of failure cost 10 more energy then remorse and phantasm, thussly you can not trigger your mantra - and since the double signet of suffering is you main damage dealer, you've screwed up the whole build.
further more, degen does 2 dmg persecond, at my attrib points that's 8 seconds at -3 for remorse, and -5 for 9 seconds for phantasm, so that's 138 damage reguardless of what your target is doing. - both PoF and Parasite only wirk with attacks, and therefore are both useless against casters. - don't want to sound like a broken record here, you're main damage dealer is the sig, everything else is there to maximise it's damage, and keep the presure up.
i've been runing this build, as is for weeks now, without any energy problems, and no problems dealing out death -- of course you are welcome to run whatever you want.
Osi Ri S
personally i would replace suffering with a different hex, to tell you the truth its shit. -2 health degen for 15 energy? (granted it is AoE, but that doesnt make it good.) There are MUCH better ways to spend 15 energy.
WildmouseX
Quote:
Originally Posted by Osi Ri S
personally i would replace suffering with a different hex, to tell you the truth its shit. -2 health degen for 15 energy? (granted it is AoE, but that doesnt make it good.) There are MUCH better ways to spend 15 energy.
in this case suffering is replaceible, the degen pressure is 2 over the cap anyway - so you will still be at -10 without it... just make sure whatever you choose is counted as a hex and will last long enough for you to get through you bar and throw the sig twice...i settled on it for it's duration, from what i remember while putting this build together all the ones that lasted long enough were all 15e though. soul barbs might be a good replacement.
<edit> i just ran a few test runs with [skill]soul barbs[/skill] instead of [skill]suffering[/skill] and it was a good replacement.. you still get the -10 degen (since the normal build is 2 over the cap anyway), so it adds 31 dmg with each hex you lay for an extra 93 dmg, all of which is already being added to overkill. the extra 5 energy you save doesn't seem to make any difference until you get a kill, but after that it does add up to what you recover from soul reaping and becomes useful.
the only downside i found here is that soul barbs takes a lot longer to recharge. with suffering, when you drop the first guy from a fresh start, you can start in with suffering right on the next guy - that way you can still put 4 hex's on everyone when you go from one person to the next - with soul barbs, you can't use it on the second person and only can get 3 hex's onto the second guy before you're into your double sig, reduceing the inital spike dmg from 280 to 216 - which isn't quite as effective, but the degen will still get you the kill if they don't have self healing. - so i'd say it's a matter of personal prefrence at this point.
<edit> i just ran a few test runs with [skill]soul barbs[/skill] instead of [skill]suffering[/skill] and it was a good replacement.. you still get the -10 degen (since the normal build is 2 over the cap anyway), so it adds 31 dmg with each hex you lay for an extra 93 dmg, all of which is already being added to overkill. the extra 5 energy you save doesn't seem to make any difference until you get a kill, but after that it does add up to what you recover from soul reaping and becomes useful.
the only downside i found here is that soul barbs takes a lot longer to recharge. with suffering, when you drop the first guy from a fresh start, you can start in with suffering right on the next guy - that way you can still put 4 hex's on everyone when you go from one person to the next - with soul barbs, you can't use it on the second person and only can get 3 hex's onto the second guy before you're into your double sig, reduceing the inital spike dmg from 280 to 216 - which isn't quite as effective, but the degen will still get you the kill if they don't have self healing. - so i'd say it's a matter of personal prefrence at this point.
ZenRgy
But the mesmer hexes are just useless degen hexes.
The build has no self defense, not even in the form of offensive hexes (except faintheartedness)
Especially in an arena where things like SP sins are incredibly popular.
Personally I'd drop images for parasitic, at least that way you have some sort of a self heal if you're spiking.
The build has no self defense, not even in the form of offensive hexes (except faintheartedness)
Especially in an arena where things like SP sins are incredibly popular.
Personally I'd drop images for parasitic, at least that way you have some sort of a self heal if you're spiking.
WildmouseX
like i said, you can do whatever you want, however if you are of the mindset that degen is worthless, then you have a lot to learn about the game mechanics.
the use of degen is to keep pressure onto your target, and to negate their healing. most people like you think it's worthless too and ignore it when it's cast on them, until you hit then with the 280 point spike, then they find out that losing 20 hp a second is serious business. around 1/4 of the people will live through the spike, the degen will pretty much drop every single one of em, that's not something i consider to be worthless.
replacing remorse with parasite, you will be exchanging a garented 48 dmg against everyone, for 45 dmg - only when they successfully attack. so you now have a skill that will do nothing against casters - that goes for the healing as well, you won't gain health off any casters, nor off the mele while their healing up from the spike.
furthermore, parasite is 15e to cast, even if you switch suffering out for soul barbs, you're going to be short energy to use mantra, which will delay your use of the sig long enough that one or more of your hex's will end, and you lose dmg off your main damage dealer - which is the double sig.
i pointed out in the first post that this build has no defense, it's weekness is when they decide to attack you. as long as you don't charge out ahead of the others in your group, or go galavanting off on your own you don't have much to worry about it. people in AB don't generaly consider the necro a threat unless you're an MM, and in the case of this build it'll cost em.
if you are dead set against the degen, it's your character play it however you want, just don't come crying to me when you change the build and it doesn't work as well as this one. - i'd at least recomend you play it as is a few times before you go changeing out the degen so you have a point of comparision.
the use of degen is to keep pressure onto your target, and to negate their healing. most people like you think it's worthless too and ignore it when it's cast on them, until you hit then with the 280 point spike, then they find out that losing 20 hp a second is serious business. around 1/4 of the people will live through the spike, the degen will pretty much drop every single one of em, that's not something i consider to be worthless.
replacing remorse with parasite, you will be exchanging a garented 48 dmg against everyone, for 45 dmg - only when they successfully attack. so you now have a skill that will do nothing against casters - that goes for the healing as well, you won't gain health off any casters, nor off the mele while their healing up from the spike.
furthermore, parasite is 15e to cast, even if you switch suffering out for soul barbs, you're going to be short energy to use mantra, which will delay your use of the sig long enough that one or more of your hex's will end, and you lose dmg off your main damage dealer - which is the double sig.
i pointed out in the first post that this build has no defense, it's weekness is when they decide to attack you. as long as you don't charge out ahead of the others in your group, or go galavanting off on your own you don't have much to worry about it. people in AB don't generaly consider the necro a threat unless you're an MM, and in the case of this build it'll cost em.
if you are dead set against the degen, it's your character play it however you want, just don't come crying to me when you change the build and it doesn't work as well as this one. - i'd at least recomend you play it as is a few times before you go changeing out the degen so you have a point of comparision.
Moloch Vein
Nobody here has ever seen a Suffering Spike build before?
ZenRgy
I don't think degen hexes are useless skills, two of my favourite hexes are corrupt enchant and reaper's mark.
However I don't see why you need to bring mesmer degen hexes, necro hexe
You obviously have a very different play style to me, I have no idea how you survive running two sups, a major vigor and full energy armour.
Also, I said [skill]Parasitic Bond[/skill] not [skill]Insidious Parasite[/skill] if you're spiking a target with your heavy degen and if this spike is as brilliant as you say it is, then the target should die, given your heavy investment into curses it'd be a huge self heal.
It's a good self heal if the target has hex removal or the hex goes away for whatever reason.
However I don't see why you need to bring mesmer degen hexes, necro hexe
You obviously have a very different play style to me, I have no idea how you survive running two sups, a major vigor and full energy armour.
Also, I said [skill]Parasitic Bond[/skill] not [skill]Insidious Parasite[/skill] if you're spiking a target with your heavy degen and if this spike is as brilliant as you say it is, then the target should die, given your heavy investment into curses it'd be a huge self heal.
It's a good self heal if the target has hex removal or the hex goes away for whatever reason.
Moloch Vein
To address this specific Suffering Spike build, it is a tad slow. Also since the recharge on the spike is rather hefty, having some hexes that can be spammed while it is recharging is useful.
Soul Barbs is fine, I won't argue about that. I would drop Conjure Phantasm, Images of Remorse and limit the Illusion Magic investment. The hexes simply have too short duration to be of much use as anything but spike setup and even then, it's pushing it.
Soul Barbs - Faintheartedness - Insidious Parasite - Parasitic Bond I think is far superior as the four hexes. This way you have a cheap and fast trigger hex for SB in case the target needs further motivation to die. None of the spells except SB have more than 1 second cast time. Insidious can be covered for a modicum of self defense. I would switch Desecrate Enchantments for Accumulated Pain.
Soul Barbs is fine, I won't argue about that. I would drop Conjure Phantasm, Images of Remorse and limit the Illusion Magic investment. The hexes simply have too short duration to be of much use as anything but spike setup and even then, it's pushing it.
Soul Barbs - Faintheartedness - Insidious Parasite - Parasitic Bond I think is far superior as the four hexes. This way you have a cheap and fast trigger hex for SB in case the target needs further motivation to die. None of the spells except SB have more than 1 second cast time. Insidious can be covered for a modicum of self defense. I would switch Desecrate Enchantments for Accumulated Pain.
WildmouseX
not that it matters much
Quote:
Originally Posted by ZenRgy
Quote:
with 4 curses on your target, and mantra of signet's giveing you two use's of suffering, your spike is 140 +140 for 280 dmg. with soul barbs that add's 31*3 dmg for an aditional 93 dmg.. the final skil that i'm useing put's out at least 63 dmg. - so the spike is for 433 health, which exceeds the average health of pretty much all the casters (and sins) on it's own.
by the time the "short" mesmur hex's drop, the -10 degen has added 160 dmg . so within 8 seconds this build deals out a minimum 593 damage. which is enough damage to make even the wammiest of wammos weak in the knee's. - often times your inital attack provokes your target into useing a healing enchant which increase you're overall damage. since 593 damage drops all of my characters, save my war and monk, i do consider the spike fairly brillant.
if it is important to you to bring a self heal, then replaceing remorse with parastic bond is a pretty good choice- you'll only be giveing up 32 dmg from that deal. - but this difference is just a personal prefrence one, not an actual "one build is better then the other" situation - i don't attract much attention and usually am the last one in my group to be attacked because of that - so i'd rather die quickly when the rest of my team (or the team i have wondered into as is so often the case in AB) has already dropped, so i can respawn with them instead of trying to hang on for dear life and draging it out so long that i spawn all by my lonesome.
i have ran 2 sup's and a major on my hexing armor set's (PvE & PvP) for years now, and do quite well.. i remember my place as a hexer and wait untill my front line fighters have attracted all the agro before i get myself into a fight.
Quote:
Originally Posted by Moloch Vein
Soul Barbs - Faintheartedness - Insidious Parasite - Parasitic Bond I think is far superior as the four hexes. This way you have a cheap and fast trigger hex for SB in case the target needs further motivation to die. I would switch Desecrate Enchantments for Accumulated Pain.
(1) the spike from soul barbs does 31 dmg with each applied hex... if we drop 1 pip of degen from the mesmer skills (since faintheartedness does 3), then those skills are doing 7 degen over 8 seconds (shortest one on my bar)....
so the mesmer degen is doing 112 damage. to match that damage by spamming a hex to trigger soul barbs, you have to use it 3.62 times, rounded up to 4 since you can't halfway use a skill. it takes parasite 1 second to cast, and 2 to recharge, and we'll have to wait for it to recharge for the first three times at least. so that 10 seconds (compared to 8) to do the same relitive damage. (actual damage = 121 Vs. 112 (<edit>technicly, phantasm lasts 9 seconds at my attrib lvl's so that's 10 more damage bringing my damage up to 122, but we'll just ignore that )). Therefore, if all things are the same, the only difference between these is that with my mesmer skills you just stand around and watch them die, while with spaming parasite you get to keep throwing the same skill over and over. - if that is you're definition of "far superior", then fine -- but i personaly think that considering the repeditive spamming of a skill over and over to accomplish the same result being "superior" - is nucking fut's. but wait - everything is not the same..... spaming parasite cost's 5e ea time, leveing degen hex's on a target cost's no energy at all.. if we consider that when you use your mantra of sigs you reach 0 energy - and you only recharge enough back to use your 10e 7th skill while you're useing your sig's - we must conclude that you will be waiting to recharge 5 e for each one of those times you wish to throw you're spaming skill. - not that that is much extra time, but you've already spent 2 seconds more dealing damage then i have, and it's still increaseing. (2) accumulated pain, at MAX illusion (which is the same non-maxed attribute i'm using with my hex's) does 35 dmg... which is a little more then half the damage of defile enchantments, and gives away all the "extra" 9 points of damage your *4 parasite spam bought you, plus you're still short an additional 18 more. - not forgeting to mention that you lose the potential for all the extra armor ignoring AoE shadow damage from those that try to use healing enchants after you've bombed the hell out of them ---------------------------- Ultimately however, all of these builds still have 1 thing in common - the spike is relitively unchanged (except for the last suggestion which comes in swinging a whole 29 point's lower). the spike is the key to this build, so will all of these suggestions work? you betcha. however, when we delve into the symantics of the meanial difference's in our prefrence's of mop up damage - we find that what is being offered as "better" and "superior", prove to be more relitively equeal (even though slightly inferior to the origional builds strength's), and strictly plays to the personal play style of the gamer's. like i've been saying, play it however you want - the spike is the key, but if you wander away from what i've posted, don't come crying to me when your build is not as effective as i promised mine to be. Moloch Vein
Quote:
(2) accumulated pain, at MAX illusion (which is the same non-maxed attribute i'm using with my hex's) does 35 dmg... which is a little more then half the damage of defile enchantments, and gives away all the "extra" 9 points of damage your *4 parasite spam bought you, plus you're still short an additional 18 more. - not forgeting to mention that you lose the potential for all the extra armor ignoring AoE shadow damage from those that try to use healing enchants after you've bombed the hell out of them
You are aware that Accumulated Pain will inflict a Deep Wound? |
Oh, and I decided to edit this just to whack down that superior tone of yours a couple of notches. The reason that I consider the chain I suggested superior is very simple. Your build has no self heal and no self defense. At least throwing in Insidious Parasite will give it a defense + heal, and Parasitic Bond, with its eminent spammability, is another nice self heal. Furthermore, in the chain I suggested only the first hex has a longer casting time than one second. Stacking the hexes quickly before getting to the meaty stuff is _paramount_. To add to this, none of my suggested hexes have a shorter duration than 16 seconds, mostly longer than that. Another reason is that contrary to your build, these hexes can be utilized _without_ the spike and still create definite problems for the enemy. Insidious + Bond is a common anti-melee combo, as is Faint + Bond. Oh, and please scrap that "don't come crying to me" routine - I've played this build for over three months in Random Arenas, after reading about it on Wiki, but this is the first time I find it posted as a new invention on Guru. WildmouseX
Quote:
Originally Posted by Moloch Vein
|
deep wound does 2 things 1)reduce max health by 20% for a short peroid of time and 2) reduce healing (except for health regeneration skills, like Troll Unguent and Healing Breeze, or natural regeneration.) by 20%
http://wiki.guildwars.com/wiki/Deep_wound
since you spike your target before you apply the deep wound, they won't be close to the max side of their health bar, and therefore it has no actual effect --- and since the healing reduction doesn't work aginst skills that give pip's of healing and natural healing, you can pretty much call that no effect as well.
accumulated pain is fun, i use it in my PvE build, along with epidemic to spread it around - but it doesn't accomplish anything here.
Quote:
Oh, and I decided to edit this just to whack down that superior tone of yours a couple of notches.
The reason that I consider the chain I suggested superior is very simple. Your build has no self heal and no self defense. At least throwing in Insidious Parasite will give it a defense + heal, and Parasitic Bond, with its eminent spammability, is another nice self heal. Furthermore, in the chain I suggested only the first hex has a longer casting time than one second. Stacking the hexes quickly before getting to the meaty stuff is _paramount_.
To add to this, none of my suggested hexes have a shorter duration than 16 seconds, mostly longer than that. Another reason is that contrary to your build, these hexes can be utilized _without_ the spike and still create definite problems for the enemy. Insidious + Bond is a common anti-melee combo, as is Faint + Bond.
Oh, and please scrap that "don't come crying to me" routine - I've played this build for over three months in Random Arenas, after reading about it on Wiki, but this is the first time I find it posted as a new invention on Guru.
hmm, well let's whack down your whack down - you came into the thread, and instead of saying " i run a similer build that i like better." you said "IT'S FAR SUPERIOR" - thussly bringing into question which one of us had the superiority complex first, which i declare to be you - hence why when i looked at your idea, and saw that it was; in fact; equeal instead of "FAR SUPERIOR" - but with a worthless skill replaceing a very usefull one and throwing away damage because of it. - i decided to take the tone with which you entered into here and turn it back on your sorry ass.
i'm not a dumb ass, i don't go running around geting myself attacked- therefore i don't need self heals.. apparently you do - and because of that you should consider haveing self heals to be the beter choice for you - but like it or not, that only makes it a beter build for you and not the rest of us out here in reallity.
i'm not a dumb ass, i don't go around declareing that it's stupid to use an attribute for 2 skills, when you can use skills from another attribute - and then suggest useing a skill that not only needs the first attribute, but needs many more points put into it to be effective - especially when 2/3rd's of what the skill does doesn't come into play in this specific situation - apparently you do.
i'm not a dumb ass, i don't go around declareing things that are relitively equeal to be "FAR SUPERIOR" to each other. - apparently you do.
I'm not a dumb ass, i don't go to the guild wiki to find builds to copy and use - aparently you do. - i didn't declare this to be an origional build, i stated i don't go looking around for builds, i develoeped this on my own.. i stated i was watching what other people were runing while i was playing and didn't see anyone runing anything close to it, hence why i posted it. when you make assumptions, you make an Ass out of yourself - and your assumption that i declared this to be an origional build, is not reality.
I'm not a dumb ass, i don't consider repeditively spaming a skill to do the same damage over a longer peroid of time to be "FAR SUPERIOR" to watching them die via- degen... apparently you do.
I'm not a dub ass, i understand that if a build gets a kill in 8 seconds, then your skills only need to last 8 seconds - and therefore don't go around declareing that ones which last twice as long to be "FAR SUPERIOR" - apparently you do.
I'm not a dumb ass, i don't run a copied build for months on end, without questioning if it can be improved, especially when there's a completly useless skill in it.
bottom line is, your blanket decloration of a relitvely equeal build being "FAR SUPERIOR" is wrong...it may be a better build for you, but because not eveyone is a dumb ass, it is not true for everyone. a simple use of the qualifier IMO (in my oppion) would have been all you need to make a creditible and truthfull statement that didn't encurrage in debth scruteny of your sugestion...... but instead your way had to be "FAR SUPERIOR" - which by internet law means i must turn it back aginst you until you admit to being the dumb ass i just proved you to be.
while both builds are in essence going to accomplish the same thing. mine does more damage, doesn't throw away any slots on skill's that do not contribute to the outcome, and requires you to play smart instead of compensateing for your stupidity. - and while that, in fact, is superior to your build, it's only by a little, and not nearly as far as you think yours is.
The reason that I consider the chain I suggested superior is very simple. Your build has no self heal and no self defense. At least throwing in Insidious Parasite will give it a defense + heal, and Parasitic Bond, with its eminent spammability, is another nice self heal. Furthermore, in the chain I suggested only the first hex has a longer casting time than one second. Stacking the hexes quickly before getting to the meaty stuff is _paramount_.
To add to this, none of my suggested hexes have a shorter duration than 16 seconds, mostly longer than that. Another reason is that contrary to your build, these hexes can be utilized _without_ the spike and still create definite problems for the enemy. Insidious + Bond is a common anti-melee combo, as is Faint + Bond.
Oh, and please scrap that "don't come crying to me" routine - I've played this build for over three months in Random Arenas, after reading about it on Wiki, but this is the first time I find it posted as a new invention on Guru.
hmm, well let's whack down your whack down - you came into the thread, and instead of saying " i run a similer build that i like better." you said "IT'S FAR SUPERIOR" - thussly bringing into question which one of us had the superiority complex first, which i declare to be you - hence why when i looked at your idea, and saw that it was; in fact; equeal instead of "FAR SUPERIOR" - but with a worthless skill replaceing a very usefull one and throwing away damage because of it. - i decided to take the tone with which you entered into here and turn it back on your sorry ass.
i'm not a dumb ass, i don't go running around geting myself attacked- therefore i don't need self heals.. apparently you do - and because of that you should consider haveing self heals to be the beter choice for you - but like it or not, that only makes it a beter build for you and not the rest of us out here in reallity.
i'm not a dumb ass, i don't go around declareing that it's stupid to use an attribute for 2 skills, when you can use skills from another attribute - and then suggest useing a skill that not only needs the first attribute, but needs many more points put into it to be effective - especially when 2/3rd's of what the skill does doesn't come into play in this specific situation - apparently you do.
i'm not a dumb ass, i don't go around declareing things that are relitively equeal to be "FAR SUPERIOR" to each other. - apparently you do.
I'm not a dumb ass, i don't go to the guild wiki to find builds to copy and use - aparently you do. - i didn't declare this to be an origional build, i stated i don't go looking around for builds, i develoeped this on my own.. i stated i was watching what other people were runing while i was playing and didn't see anyone runing anything close to it, hence why i posted it. when you make assumptions, you make an Ass out of yourself - and your assumption that i declared this to be an origional build, is not reality.
I'm not a dumb ass, i don't consider repeditively spaming a skill to do the same damage over a longer peroid of time to be "FAR SUPERIOR" to watching them die via- degen... apparently you do.
I'm not a dub ass, i understand that if a build gets a kill in 8 seconds, then your skills only need to last 8 seconds - and therefore don't go around declareing that ones which last twice as long to be "FAR SUPERIOR" - apparently you do.
I'm not a dumb ass, i don't run a copied build for months on end, without questioning if it can be improved, especially when there's a completly useless skill in it.
bottom line is, your blanket decloration of a relitvely equeal build being "FAR SUPERIOR" is wrong...it may be a better build for you, but because not eveyone is a dumb ass, it is not true for everyone. a simple use of the qualifier IMO (in my oppion) would have been all you need to make a creditible and truthfull statement that didn't encurrage in debth scruteny of your sugestion...... but instead your way had to be "FAR SUPERIOR" - which by internet law means i must turn it back aginst you until you admit to being the dumb ass i just proved you to be.
while both builds are in essence going to accomplish the same thing. mine does more damage, doesn't throw away any slots on skill's that do not contribute to the outcome, and requires you to play smart instead of compensateing for your stupidity. - and while that, in fact, is superior to your build, it's only by a little, and not nearly as far as you think yours is.
Moloch Vein
Quote:
Originally Posted by WildmouseX
i am very aware of that, the question thussly becomes - are you aware that deep wound is totaly worthless in this situation??
deep wound does 2 things 1)reduce max health by 20% for a short peroid of time and 2) reduce healing (except for health regeneration skills, like Troll Unguent and Healing Breeze, or natural regeneration.) by 20%
http://wiki.guildwars.com/wiki/Deep_wound
since you spike your target before you apply the deep wound, they won't be close to the max side of their health bar, and therefore it has no actual effect --- and since the healing reduction doesn't work aginst skills that give pip's of healing and natural healing, you can pretty much call that no effect as well. You are in deep water here.
If you'd bothered actually reading the article you linked to, you'd noticed this:
"Deep Wound will never reduce your health by more than 100 points, even if your original health was more than 500. The health lost is also removed from your current health which is why a Deep Wound can be seen as a damage of 20% of maximum health until it's removed."
This is why you can suffer a Deep Wound and be left with exactly 1 hit point, which is something not uncommon in the game.
First you completely missed the primary function of a spell, then you claim it to be pointless when this is brought to your attention. Get your facts straight.
deep wound does 2 things 1)reduce max health by 20% for a short peroid of time and 2) reduce healing (except for health regeneration skills, like Troll Unguent and Healing Breeze, or natural regeneration.) by 20%
http://wiki.guildwars.com/wiki/Deep_wound
since you spike your target before you apply the deep wound, they won't be close to the max side of their health bar, and therefore it has no actual effect --- and since the healing reduction doesn't work aginst skills that give pip's of healing and natural healing, you can pretty much call that no effect as well. You are in deep water here.
If you'd bothered actually reading the article you linked to, you'd noticed this:
"Deep Wound will never reduce your health by more than 100 points, even if your original health was more than 500. The health lost is also removed from your current health which is why a Deep Wound can be seen as a damage of 20% of maximum health until it's removed."
This is why you can suffer a Deep Wound and be left with exactly 1 hit point, which is something not uncommon in the game.
First you completely missed the primary function of a spell, then you claim it to be pointless when this is brought to your attention. Get your facts straight.
britnie31
Quote:
Originally Posted by Moloch Vein
You are in deep water here.
If you'd bothered actually reading the article you linked to, you'd noticed this:
"Deep Wound will never reduce your health by more than 100 points, even if your original health was more than 500. The health lost is also removed from your current health which is why a Deep Wound can be seen as a damage of 20% of maximum health until it's removed."
This is why you can suffer a Deep Wound and be left with exactly 1 hit point, which is something not uncommon in the game.
First you completely missed the primary function of a spell, then you claim it to be pointless when this is brought to your attention. Get your facts straight.
that my friend is a check mate .. good call on the deep wound
If you'd bothered actually reading the article you linked to, you'd noticed this:
"Deep Wound will never reduce your health by more than 100 points, even if your original health was more than 500. The health lost is also removed from your current health which is why a Deep Wound can be seen as a damage of 20% of maximum health until it's removed."
This is why you can suffer a Deep Wound and be left with exactly 1 hit point, which is something not uncommon in the game.
First you completely missed the primary function of a spell, then you claim it to be pointless when this is brought to your attention. Get your facts straight.
that my friend is a check mate .. good call on the deep wound
WildmouseX
Quote:
Originally Posted by Moloch Vein
If you'd bothered actually reading the article you linked to, you'd noticed this:
"Deep Wound will never reduce your health by more than 100 points, even if your original health was more than 500. The health lost is also removed from your current health which is why a Deep Wound can be seen as a damage of 20% of maximum health until it's removed."
This is why you can suffer a Deep Wound and be left with exactly 1 hit point, which is something not uncommon in the game.
First you completely missed the primary function of a spell, then you claim it to be pointless when this is brought to your attention. Get your facts straight.
and in AB it is pointless.
let's look at just these two skills together. [skill]defile enchantments[/skill][skill]accumulated pain[/skill]
can you tell what the biggest difference between these two is? here let me give you a hint
Quote: Originally Posted by Guild wiki deepwound
reduces the amount of health gained from healing by 20%. This does not affect the healing from health regeneration skills, like Troll Unguent and Healing Breeze, or natural regeneration.
what's the point of doing damage to someone if you're just going to sit around and let them heal themselves?
guess what - a lot of people like using deep wound for the same reasons as you, hence why a lot of people in AB bring pip based healing enchants - and why a lot of them walk right into extra damage from my build.
since you're whole reason coming in and anounceing your build to be "FAR SUPERIOR" was because i use illusions, we're going to pick up the assumption that you don't put points there. so while i was figureing damage at max for you ealier, we won't be doing that anymore....
inital damage i'm doing 64 to your 10... then you get anywhere from 70-100 max dmg - but here's the difference - when they go up aginst my build, and they try to use their heal spells i do extra damage to them, all the way up to 150 points at times , pluss they have to fight constant degen - when they go up aginst your build they get spiked, but can heal themselves to their hearts content, untill they get 20% below their normal max health.
and beyond all of this, is the deep wound going to kill them? hell no... is the -7 degen from my skill going to kill them? hellz yeah!
every build will have advantages over others, and they will have disadvantages to others - the bottom line is, when two builds are relitively equeal - neither one is "FAR SUPERIOR" to the other.
now, if you go back and read my post's, you will see that i have been acknowledgeing that the builds are relitively equeal all along - in fact i have shown the math that proves all three of the most recent build idea's are in fact equeal --- - all i have been attacking is your screwed up belief that because you choose to do the exact same thing differently, your way is "FAR SUPERIOR".
and that, my freinds, is how you checkmate... you get them to walk right into it, blind to the fact that's it's comeing.
guess what - a lot of people like using deep wound for the same reasons as you, hence why a lot of people in AB bring pip based healing enchants - and why a lot of them walk right into extra damage from my build.
since you're whole reason coming in and anounceing your build to be "FAR SUPERIOR" was because i use illusions, we're going to pick up the assumption that you don't put points there. so while i was figureing damage at max for you ealier, we won't be doing that anymore....
inital damage i'm doing 64 to your 10... then you get anywhere from 70-100 max dmg - but here's the difference - when they go up aginst my build, and they try to use their heal spells i do extra damage to them, all the way up to 150 points at times , pluss they have to fight constant degen - when they go up aginst your build they get spiked, but can heal themselves to their hearts content, untill they get 20% below their normal max health.
and beyond all of this, is the deep wound going to kill them? hell no... is the -7 degen from my skill going to kill them? hellz yeah!
every build will have advantages over others, and they will have disadvantages to others - the bottom line is, when two builds are relitively equeal - neither one is "FAR SUPERIOR" to the other.
now, if you go back and read my post's, you will see that i have been acknowledgeing that the builds are relitively equeal all along - in fact i have shown the math that proves all three of the most recent build idea's are in fact equeal --- - all i have been attacking is your screwed up belief that because you choose to do the exact same thing differently, your way is "FAR SUPERIOR".
and that, my freinds, is how you checkmate... you get them to walk right into it, blind to the fact that's it's comeing.
Moloch Vein
Dishonest. Ignores the fact that he is wrong. Does not apologize, simply turns up the insults.
Quote:
Quote:
WildmouseX
Quote:
Originally Posted by Moloch Vein
Dishonest. Ignores the fact that he is wrong. Does not apologize, simply turns up the insults.
No point in continuing discussion. Could try to wade through this incoherent mass of text, most of which makes little sense, but not interested in measuring e-peen with a liar. being called dishonest by an a crazzy ass person with no connection to reality doesn't bother me too much...someone that looks at two apples that are exactly the same, and declares one to be "Far Superior" because it's stem bends to the right, has a seriously messed up view of the world around them.... it doesn't supprise me that you read something compleately different then what has been said, and still can't comprehend your own stupidity in refuseing to accept that the two builds are equeal.
No point in continuing discussion. Could try to wade through this incoherent mass of text, most of which makes little sense, but not interested in measuring e-peen with a liar. being called dishonest by an a crazzy ass person with no connection to reality doesn't bother me too much...someone that looks at two apples that are exactly the same, and declares one to be "Far Superior" because it's stem bends to the right, has a seriously messed up view of the world around them.... it doesn't supprise me that you read something compleately different then what has been said, and still can't comprehend your own stupidity in refuseing to accept that the two builds are equeal.
Moloch Vein
Quote:
If you would simply have the damn guts to admit you were wrong, then maybe we could have gotten along to discuss the other things. As it is, there is simply no point.
moriz
wildmouse X, please understand basic game mechanics before attempting to criticize others.
your build is not a spike build. at the best, it does 400+ damage which is not enough to kill anyone with half a brain. the standard hp for pvp is between 560-640. your "spike" necro cannot come close to that. even with your degen, it will take you at least 5 seconds to kill after your "spike" is complete, which is plenty of time to heal.
as for deep wound, keep in mind that it deals an instantaneous 100 damage. combined with accumulated pain, it deals around 140 damage. far superior to defile enchantments.
lastly, running 2x superior attribute runes is just idiotic. your character will be easily killed by anything with a quarter of a brain.
if you want to pvp, then go roll a pvp character. there's no excuse of using a major vigor rune.
your build is not a spike build. at the best, it does 400+ damage which is not enough to kill anyone with half a brain. the standard hp for pvp is between 560-640. your "spike" necro cannot come close to that. even with your degen, it will take you at least 5 seconds to kill after your "spike" is complete, which is plenty of time to heal.
as for deep wound, keep in mind that it deals an instantaneous 100 damage. combined with accumulated pain, it deals around 140 damage. far superior to defile enchantments.
lastly, running 2x superior attribute runes is just idiotic. your character will be easily killed by anything with a quarter of a brain.
if you want to pvp, then go roll a pvp character. there's no excuse of using a major vigor rune.
Nkah Sennyt
Enough flaming.